mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Refactored Effects + start of EngineBuffers (I hate it)
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@@ -13,4 +13,4 @@ uint PS(float4 input : SV_Position) : SV_Target0
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return ClearValue;
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}
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#effect[VS = VS, PS = PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -30,4 +30,4 @@ float4 PS(PS_IN input) : SV_TARGET
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return float4(pow(color.rgb, 1.0f / 2.2f), color.a);
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}
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#effect[VS = VS, PS = PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -32,4 +32,4 @@ float4 PS(PS_IN input) : SV_TARGET
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return float4(color, 1);
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}
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#effect[VS = VS, PS = PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -59,4 +59,4 @@ float4 PS(PS_Input input) : SV_Target0
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return color;
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}
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#effect[VS=VS, PS=PS]
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#pragma Effect[VS=VS; PS=PS]
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@@ -28,4 +28,4 @@ float4 PS(PS_Input input) : SV_Target0
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return Color;
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}
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#effect[VS=VS, PS=PS]
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#pragma Effect[VS=VS; PS=PS]
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@@ -90,4 +90,4 @@ float4 PS(PS_Input input) : SV_Target0
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}
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*/
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#effect[VS=VS, PS=PS]
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#pragma Effect[VS=VS; PS=PS]
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@@ -17,12 +17,14 @@ SamplerState RoughnessSampler : register(s3);
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// Texture2D<float> AmbientTexture : register(t4);
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// SamplerState AmbientSampler : register(s4);
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cbuffer SceneConstants
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#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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cbuffer ObjectConstants
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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@@ -35,15 +37,15 @@ cbuffer ObjectConstants
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#endif
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}
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cbuffer Constants
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cbuffer MaterialConstants : register(b2)
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{
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#EditorVariable{ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" }
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#pragma EditorVariable[ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" ]
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float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
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#EditorVariable{ Name = "NormalScaling"; Preview = "Normal Scaling" }
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#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
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float2 NormalScaling = float2(1.0, 1.0);
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#EditorVariable{ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f }
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#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
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float MetallicFactor = 1.0;
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#EditorVariable{ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f }
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#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
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float RoughnessFactor = 1.0;
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// float AmbientFactor = 1.0;
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}
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@@ -154,4 +156,4 @@ PS_OUT PS(PS_IN input)
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return output;
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}
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#effect[VS=VS,PS=PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -123,4 +123,4 @@ float4 PS(PS_IN input) : SV_TARGET
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return float4(final, 1);
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}
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#effect[VS=VS,PS=PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -71,4 +71,4 @@ PS_Output PS(PS_Input input)
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return output;
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}
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#effect[VS=VS, PS=PS]
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#pragma Effect[VS = VS; PS = PS]
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@@ -49,4 +49,4 @@ float4 PS(PS_Input input) : SV_Target0
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return final;
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}
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#effect[VS=VS, PS=PS]
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#pragma Effect[VS=VS; PS=PS]
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